Yeah, would be nice to have a generic version of Spikes of Krax for custom factions.
AlienFromBeyond
Gearbox got it, Homeworld is now dead. Stardock or Paradox would have been a million times better.
Saw them settle on a Crystal Crag as well.
[quote who="Nichtganz" reply="5" id="3344914"] Quoting animageous, reply 4 Quoting Azunai_, reply 3by that time, trained armies are a lot more powerful than champions\ Alas that this is how the game should end up, that your mighty heroes get so outclassed by your normal units in the lategame that they're not even worth considering! I disagree in every sense of the word, heroes should scale to late game.[/quote] I think that was sarcasm
[quote who="GFireflyE" reply="3" id="3344487"] Boo :I I like being able to personalize the mods I install. Steamworks would take control away from the user. Therefore I am against such change. We need gamers to become smarter with computers....not dumber. [/quote] There is nothing preventing you from installing mods by hand with the Workshop, I did it all the time with Civ5. All it does is provide an easy to use central loc
Having Steam Workshop for the game would be great to have, as the fan made mod manager is... lacking. Not to mention it'll increase awareness of the game because not many are on the Workshop.
Happens all the time, and I can't figure out a surefire repro for it.
Unique resources inside Wildlands that unlock once you clear it would be cool, though the Hearts from the big defenders in some of them sort of fulfills the same role.
What crazy map settings are you on? Tech levels that high are insane. Speaking of super high tech, I really wish researching the various repeating techs wasn't so annoying. If I've researched everything, why can I have just 1 window showing all the repeatables, and a way to set up a system or order to continuously research would be nice. If you get lots of research a turn having to pick one every couple of turns really drags the game down.
In the long run it doesn't matter a lot for the reason you mentioned, but short term it can be incredibly powerful.
Being able to dual class would be awesome, yes. And being able to look at the rest of your cities when a city levels up would be nice as well, with the random ass names cities get I can never remember what each one is going for.
Made a thread about the same thing for an earlier version, and I think it's still functionality the game needs. Being able to upgrade accessories/mounts would do wonders for slimming down the unit design spam. +1 for this suggestion EDIT: Almost forgot, the ability to upgrade/re-train a unit to benefit from new trained unit bonuses in a city would be a godsend. I'm tired of having to obsolete experienced troops because my Fortress has more essence (better+more unit buf
Not just Carrodus, any custom Sovereign with Tactician is able to do it, as I reported .
If you have a Sovereign with the Tactician Talent (General Carrodus or custom Sov) and have them go Path of the Commander, the Tactician you already have will let you immediately start picking up Tactician II, III, and most importantly, Battle Cry. Being able to pick those up so early is very potent indeed, and seems unintended. Simple fix would be to make the talents be different but the same name as the traits from leveling so it doesn't let you do any skipping, just like custom Henchme
Pike listed as better than Lightning Pike (16 v 19 attack, applicable to Short versions with Defensive), likewise for Yew Longbow and Ignys Longbow (11 v 15 attack). The strange thing is that while swords are in the correct order by hand selection, choosing Upgradeable Sword gives your units Longswords instead of Boreal Blades. Perhaps in ordering the upgrade paths it is only looking at the physical attack of the weapons and not their total attack? In addition, the Leht Staff is listed in the
Yeah, a whole +1 attack bonus is definitely not worthwhile, though the Bazaar is a bit better now. The Weak sovereign weakness is also a lot less crippling with encumbrance gone.
It would also be nice if the AI ignored the diplomacy hit for having the Spell of Making towers built when that victory condition is disabled. The free shard power is useful on its own merits, but the AI throws a hissy fit over them.
[quote who="parrottmath" reply="10" id="3343100"] Quoting ben_sphynx, reply 9 As there is a spell to level up a hero, one would imagine it is easy enough to get very high level heroes just by concentrating on mana production. The spell also costs 5 hit points hence why blood curse is necessary as it will give you half the hitpoints of a city's population. Thus a city with 400 population will give you +200 hitpoints. I've already done a feasible argument as
If encumbrance is being removed, what advantage will Warhorses from Legacy of Serrane give now over regular Horses?
So kind of like some tabletop miniatures wargames (Warhammer Fantasy Battle comes to mind)? Let champions become the leader of a squad/unit, adding various bonuses to them as a result? That would be pretty cool actually. Imagine a mage unit all chating in unison with the lead mage champion for powered up spells, or a high initiative melee unit with an assassin sneaking around to the backline and shanking all the archers. Could be cool, would be hard to make/balance though.
[quote quoting="post"] The item Procipinee's Crown is basically mandatory equipment. Im Just throwing this out there... could this be removed for the sake of not always using a creation point on the same thing.[/quote] Disagree, I've never wanted to take. Wealthy on the other hand...
Did you check the unrest level? If it's newly conquered it's going to have a bunch of it, and 100% unrest means 0% production. If it's not that, I'm not sure what it is, but I have seen the bug once before myself.
[quote who="parrottmath" reply="7" id="3341438"] Quoting StevenAus, reply 6Yes, Civ4 always prompted you to choose something for the city to do immediately the last production finished. All it would need is a loop that goes through immediately after any city completes something to check if the city is idle, and then give the option to choose something to produce, one of the special Produce functions, or specifically choose Idle (if you don't have any thing to produce, although
Haven't had time to play through a game yet in .75, so technically just don't see them in the tree. Good idea though, I'll make sure to check that.
[quote who="sweatyboatman" reply="1" id="3340752"] the only problem is that at Hard and above, the monsters will completely ignore the AI players.[/quote] Pretty sure that's not true, it only seems that way. If anything higher world difficulty is harder on the AI than the player in my experience because they love to set monsters loose from their lairs and proceed to have their economy shredded as a result. It really hampers their expansion while a smart player continues on.<